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Insomniac clarifies Trophy/Home comments News

PlayStation 3 News by Tom Bramwell

11 June, 2008

Insomniac Games has said that while Resistance 2 will have Trophy and PlayStation Home support, the features won't be added retrospectively for Resistance: Fall of Man.

Last week, during our live interview with Insomniac, CEO Ted Price was asked whether Trophy and Home support would be available for both Resistance games.

"We didn't notice the R1 in there, and while we are planning on the support for R2, we have no plans to update Resistance FOM [in this manner]," Insomniac told Eurogamer today.

Resistance 2 follows the continuing heroics of Nathan Hale in the face of the growing Chimeran threat, and features two campaigns - a regular single-player game of comparable length to the original first-person shooter release, and a separate eight-player co-operative mode. There will also be online multiplayer with support for up to 60 players.

The full game's due out in Europe this November.

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Comments: 1-19 of 19 in total

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Jimbob89
11/06/08 @ 15:48
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I don't understand how it can have 60players online, how are they going to manage it without lag? can someone clear this up for me
HardToast
11/06/08 @ 15:49
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60 players online, amazing!
miiiguel
11/06/08 @ 15:51
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Caution..., November is still a bit far...
monkie_king
11/06/08 @ 15:51
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Also, will it not just be a massive clusterfuck? Or will they have big open maps so everyone spreads out into their own little skirmishes?
Phily50
11/06/08 @ 15:52
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i thought it was like in mini teams or something?
nbnz
11/06/08 @ 16:01
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@Jimbob89
Apparently even Resistance 1 ran with 60 players initially without lag but because at that time they couldn't figure out how to manage the carnage it was reduced to 40 for the released game. Resistance 1 was lag free with 40 players and that was 2 years ago, since then they have figured out the squad management to avoid the anarchy.
Garulon
11/06/08 @ 16:12
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It's not hard, it's just something like 12 bytes per person every 30ms or so, 21K uncompressed across broadband/sec isn't hard to manage. PDZ was a launch title with 32 players and 50 in the lab and that was peer-to-peer.
Garulon
11/06/08 @ 16:12
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The problems come more from MP map design than player transmission really, although resistance mini-skirmishes look interesting who knows if they'll work?
Garulon
11/06/08 @ 16:13
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The problems come more from MP map design than player transmission really, although resistance mini-skirmishes look interesting who knows if they'll work?
Widge
11/06/08 @ 16:59
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They got it bang on with Warhawk's 32 player battles, a mix between massive scope and freedom yet still decent intimacy. Will be interesting to see how this turns out.
penhalion
11/06/08 @ 19:06
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Support for upto 60 players does not mean that matches will actually have 60 players.

@Garulon

12 bytes per person? Where the heck did you get that figure from. You need player position, projectile positions etc. etc. it's certainly not as simple as sending 12 bytes per player every 30ms. The reality is that 60 is a figure plucked out of the air based on their internal networks and has nothing to do with a match held on a busy network between players from different countries. Expect this figure to be revised nearer release probably to something around 32. With matches regularly featuring 16 to 24 players.
HardToast
11/06/08 @ 19:36
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Nah, it'll be 60 players and it'll rock!

About time the PSN started to come into its own....
mkreku
11/06/08 @ 21:45
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I've played on Battlefield 2 maps with 64 players. It really feels like war when you're facing an entire armada of tanks, helicopters and foot soldiers! I rather enjoyed it, but it puts high pressure on the map makers to balance the strategic key points on all maps. Battlefield 2 didn't quite manage that..
SeesThroughAll
12/06/08 @ 02:31
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I don't understand how it can have 60players online, how are they going to manage it without lag? can someone clear this up for me

Someone from Imsomniac already cleared that up in an interview.
Matches are split throughout a map among a few opposing squads, but played synchronously. Players can move from one squad in the battlefield as needed, and the transition between adjacent areas is done seamlessly, in such a way that doesn't stop the game.

I wish I had the link to the video, but it made sense at the time he talked.
Edited 1 times, most recently on 12/06/08 @ 03:31
Yaster
12/06/08 @ 07:21
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Getting back to what the articles actually about....

I don't see how it can be that hard to create a trophy for each of the skill points in the game. im sure a lot of people still have to collect them all. It'll be a great incentive to go back and play the game before R2's launch. Same with Ratchet.
Xerx3s
12/06/08 @ 08:04
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"I don't understand how it can have 60players online, how are they going to manage it without lag? can someone clear this up for me"

It isn't that hard. Frontlines did 50 players online with great ease and they commented that they could easily ramp it up to 75 or a 100.

EDIT: It's much harder to get the gameplay mechanic in place than the technology.
Edited 1 times, most recently on 12/06/08 @ 09:05
Dizzy
12/06/08 @ 08:05
#17
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"I don't understand how it can have 60players online, how are they going to manage it without lag? can someone clear this up for me "

All depends on how much is going on.

Reduce the action and get more players, increase the action and you are left with less. Some clever "prediction" and "client side" code can increase your numbers (for example... explosions do not need to look the same on all players machines). Since we know nothing about Res2 we have no idea if 60 is impressive technically.
Beano
12/06/08 @ 08:49
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"I don't understand how it can have 60players online, how are they going to manage it without lag? can someone clear this up for me"

The key is powerful dedicated servers located on good internet lines at Sony. Most console online FPS'es (including Halo 3, COD4, UT3, etc) are not using dedicated servers and each online game is hosted on a player's console (peer-to-peer) which is not powerfull to handle game logic for many players (in addition to handle the game running on the host player's own console) and typically on a low-bandwidth internet line. This is usually fine enough for handling 12-16 players online, but for 32+ players you need dedicated servers and lines to avoid lag - R:FoM handled 40 games 99.99% lag-free. I have no doubt that 60 player games will run fine also - I'm just a bit worried how these matches are handled to avoid crowded shotouts and anarchy. But it sounds like Insomniac are on the right track by using small squards, battles-within-battles, squad-goals, etc. ;)
HardToast
12/06/08 @ 08:56
#19
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Delta Force on the Xbox 1 had 50 players online.

And that was LAST gen.

It was also awsome!

Comments: 1-19 of 19 in total

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